Steam
Smash Hero
THE AURAGASMIC LUCARIO GUIDE
By: Steam
INTRODUCTION
So that big blue doggy up there is Lucario, he is a 4th generation Pokémon and is most known in Pokémon for having being able to manipulate a force known as "Aura". Lucario in brawl is no exception. The Aura not only extends many of his hitboxes in range and duration giving him the 3 disjointed lingering hitboxes he's known for, but it also strengthens or weakens him depending on his % damage or a stock lead or deficit, making him the "comeback character"
By: Steam
INTRODUCTION
So that big blue doggy up there is Lucario, he is a 4th generation Pokémon and is most known in Pokémon for having being able to manipulate a force known as "Aura". Lucario in brawl is no exception. The Aura not only extends many of his hitboxes in range and duration giving him the 3 disjointed lingering hitboxes he's known for, but it also strengthens or weakens him depending on his % damage or a stock lead or deficit, making him the "comeback character"
[collapse=pros/cons]
Pros
transcendent priority on the tips almost every move
Good range with 3 disjointed hit-boxes on nearly every move.
Great aerial game.
great at stringing opponents
is actually a mid-heavy and rather resistant to KOs
Aura, just Aura
has low cooldown on many of his moves.
has several options such as wall clinging and bending extremespeed to help him recover
has one of the only projectiles with kill potential in the game
has a great grab game
Has many ways to mix-up his approaches, giving him vast amounts of options.
Has very good matchups across the board. he has none worse than 40-60
Cons
one of the worst grab ranges in the game.
Up special doesn't do any damage.
ground moves generally have high startup. even his fastest moves are generally slower than his opponent's. so he's deceptively bad in close combat.
Doesn't have any reliable ways to approach.
Has trouble dealing with projectiles.
If ahead in stock attacks get a small damage and knock-back decrease.
Has a great deal of trouble against characters that beat him easily in the air.
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[collapse=Moveset in detail][collapse=Lucario's Hitbubbles]Lucario's hitbubbles [/collapse][collapse=Lucario's Frame Data]
Note: IASA is the frame in which you can cancel a move's animation with another action.
Jabs
Jab1
Hitbox on frame: 6
Hitbox out on frame: 9
IASA: 10
Complete on frame: 20
Jab2
Hitbox on frame: 9
Hitbox out on frame: 12
IASA: 13
Complete on frame: 22
Jab3
Hitbox on frame: 9
Hitbox out on frame: 14
Complete on frame: 40
Tilts
Ftilt
1st Hit Box on frame: 12
1st Hit Box out on frame: 14
2nd Hit Box on frame: 15
2nd Hit Box out on frame: 19
Completes on frame: 29
Utilt
Hit Box on frame: 5
Hit Box out on frame: 15
Completes on frame: 32
Dtilt
Hit Box on frame: 9
Hit Box out on frame: 15
Completes on frame: 25
Smashes
Fsmash
Hit Box on frame: 21-30
IASA: 36?
Complete on frame: 43
Usmash
Hit Box 1 on frame: 12
Hit Box 2 on frame: 17
Hit Box out on frame: 35
Completes on frame: 56
Dsmash
Hit Box on frame: 17-23
Completes on frame: 48
Special Moves
Aura Sphere
start tick on: 1
tick "activates" on frame: 52
fully charged AS on: 120?
Hit Box on frame: 19
Shoot lag ends on frame: 36
Extreme Speed
Starts on frame: 16
Force Palm
Grab Starts On frame: 9
Grab hits on frame: 28
Grab ends on frame: 43
Hit Box on frame: 22?
Completes on frame: 24
Double Team
Hit Box on frame: 6
Completes on frame: 81
Invincibility Frame(s): 6-36
Actual slide starts (after activation): 1
Aerial Moves
Nair
Hit Box 1 out on: 6
Hit Box 2 out on: 8
Hit Box 2 in on: 24
Complete on: 68
Fair
Hit Box on frame: 7
Hit Box in on:21
Completes on frame: 27
Bair
Hit Box out on frame: 15
Hit Box 2 out on frame: 18
Hit Box 2 in on frame: 29
IASA: 33
Completes on frame: 49
Uair
Hit Box on frame: 10
Hitbox in on frame: 22
IASA: 26
Completes on frame: 38
Dair
Hit Box 1 out on: 4
Hit Box 1 in on: 7
Hit Box 2 out on: 11
Hit Box 2 in on: 14
IASA: 24
Complete on: 29
Misc Moves
Jump
Starts on frame: 6
Roll Forward
Invulnerable on Frame: 4
Vulnerable on Frame: 19
Complete on Frame: 27
Roll Backward
Invulnerable on Frame: 4
Vulnerable on Frame: 19
Complete on Frame: 27
Air Dodge
Invulnerable on: 4
Vulnerable on: 29
Complete on: 39
Spot Dodge
Invulnerable on: 2
Vulnerable on: 20
Complete on: 25
Dash Attack
1st Hit Box on frame: 7
2nd Hitbox on frame: 10
Hitbox out on frame: 18
Complete on frame: 35
Grab (standing)
Hit Box on frame: 6
Hit Box in on: 8
Complete on: 29
Grab (dash)
Hit Box on frame: 8
Hit Box in on: 10
Complete on: 29
Grab (Pivot)
Hit Box on frame: 9
Hit Box in on: 11
Complete on: 30
Grab Pummel
Hit Box on frame:2
Hit Box in on frame: 2
Complete on frame: 8?
Fthrow
Hit Box on frame: 4
Completes on frame: 22
Bthrow
Hit Box on frame: 14
Completes on frame: 36
Uthrow
Hit Box on frame: 16-17?
Hit Box out on frame: 18
Completes on frame: 38
Dthrow
Hit Box on frame: 36
Completes on frame: 37
Utaunt
Completes on frame: 80
Ftaunt
Completes on frame: 110
Dtaunt
Completes on frame: 100[/collapse]
[collapse=Move descriptions and basic uses]
Jab
Move description: Lucario performs a basic three hit combo with. The first jab hit-box is out on frame 6 extending from his body through his arm and out to where the aura is. The second jabs hit-box extends from his body through his arm and out to where the aura. The third jab hit-box extends from his body through his leg and out to where the aura is and sends them upward into the air.
Uses: good fast move with good range for a jab and cancels into grab very easily as well as other possible follow-ups such as forcepalm, Dtilt, Ftilt, pivot Fsmash and even SH fair depending on how they DI the jab if it all. at higher percents it's best to just finish the jab though.
Ledge attack under 100%
Move description:Quickly gets up and attacks, the hit-box covers his body and extends forward, if the end hits it sends them back with little knock-back, if his body hits it sends them over the ledge with little knock-back.
Uses: Very fast but make sure your opponent isn't waiting to shield it or you'll get punished
Ledge attack over 100%
Move description:He does the most flexible thing I’ve ever seen front flipping into the splits, the hit-box is his whole body sending them in the direction they were hit with little knock-back.
Uses: A very bad move overall, from the instant you use it your opponent can see it's a ledge attack, only use it if you absolutely know it will punish them
Dash attack
Move description:(Isn't effected by aura boost)Lucario leaps forward with a very strange dashing kick. if the whole leg hits it does 10 damage sending the opponent into the air behind Lucario. If the tipper hits it does 7 damage and always sends the opponent right behind Lucario.
Uses:this is a very good move overall. It's slow and very unsafe on shield however it is easily combo'd into, and it puts opponents in a very bad position and sets up bair very well if untipped. if tipped it can free Utilt or turnaround grab. you generally don't want to use this move unless you're in the middle of a combo of some sort. But it can also punish landings well.
Tilts
F-tilt
Move description:Hold slightly up or down on the control stick to angle the f-tilt up or down. The hit-box extends from his arm and out to where the aura is hitting twice. The second part has slight knock-back sending them forward at a slightly upward angle.
Uses: Fsmash's little brother and generally a much better alternative. It's very useful for keeping opponents out on the ground with its lingering hitbox and long range. It's also rather fast and pretty safe on shield if well spaced. A poorly spaced Ftilt is punishable however.
D-tilt
Move description:The hit-box covers a bit behind him through his leg and extends out to where the aura is, sending them at a slightly upward angle with decent knock-back.
Uses:A good move for getting someone away and in the air and puts them at a great angle. It's also a decent shield poker, and edge-guard against someone staying on the ledge to long And a good option out of jab to start combos It also can be used as a surprise kill move at high aura and high %
U-tilt
Move description:The hit-box follows his foot starting from the back as he kicks over his head sending them straight up. It will have greater knockback if only the aura hits
Uses: Lucario's fastest ground move on startup, with the hitbox on his back coming out frame 5. It can juggle fastfallers at low%s It's also a good out of shield move and good at punishing rolls. You can also control which side you’re facing by holding the control stick slightly left or right well using u-tilt, this is important so you can get the hitbox where you need it faster.
Smashes
F-smash
Move description:The hit-box lingers for about 8 frames covering is his body and extends out to slightly beyond the aura that you see sending them forward at a slightly upward angle with high knock-back that’s greater the closer it hits to the tip.
Uses:Possibly the best Fsmash in the game. Lucario's best spacing and KO move. there is a good deal of startup lag but very little cool down lag making it extremely hard to punish if it was spaced right. This move eats spotdodges and falling airdodges for breakfast. However don't get predictable with it because if its power shielded you will be punished hard. Pivoting Fsmash is extremely useful against people trying to space you on the ground or trying to land with a spaced aerial and a good option against an opponent on the ledge.
D-smash
Move description:The hit-box is his body extending slightly out on both of his sides sending them in the direction they were hit with pretty high knock-back.
Uses:You’re not going to use this move much. It's Lucario’s fastest smash but bad range for its speed and not much power. it's alright to punish rolls or people in freefall but u-tilt is usually a better idea.
U-smash
Move description:Lucario throws some aura upwards and kinda uppercuts at the same time. The hitbox covers his whole arm and a 3 area above him. the hitbox lingers forever.
Uses:Not a great move either. It has good power and its lingering hit-box makes air dodging it hard but it's just too slow and avoidable.
Aerials
N-air
Move description:Has almost no landing lag. The hit-box covers his body and extends slightly outward and lingers.
Uses:You will mostly use this after f-airs when close to the ground which can lead to jabs/f-tilts/u-tilts/Forcepalm/Dtilt/grabs. It's best used when Fastfalled onstage. It can be useful out of shield as well. It's also a decent KO move at high percents, and it's a good platform pressure move.
F-air
Move description:Has pretty bad landing lag. The hit-box covers his body and extends outward past his lag to his aura dealing little knock-back.
Uses:This move will be used to approach, and start your aerial strings. It leads to n-air/d-air/u-air, and even more f-airs depending on the situation and is the main tool in your gimping game. you can do this straight out of shield in some situations and go straight into strings. it also walls exceptionally well against characters lacking the range to reliably beat it. Don't land with it though because it has pretty bad landing lag.
B-air
Move description:Has little but noticeable landing lag. The hit-box covers his body and extends out behind him to his aura sending them back with high knock-back during the first few frames and little knock-back during the last few. note that after the initial hit its range is decreased a bit.
Uses:This is a decent KO move and has the best horizontal range of any of his aerials. This is useful for walling against characters that can easily beat out Lucario's Fair. At certain angles this move can even beat marth's Fair.
D-air
Move description:The move stops all your momentum Unless you where just hit. The hit-box extends from his feet downward to his aura attacking in 2 hits. the second hit sends in the direction that they are hit with fairly high knock-back.
Uses:This will stop most characters coming from below you due to the massive hitbox it boasts. It's good after an f-air if they are set up right, and is good for edge guarding and has decent KO potential if kept fresh. If performed in hitstun or shield stun it will not stall allowing for rising or falling dairs. It can also be used for some shield pokes on certain characters if they don't tilt their shield up. Also be wary that your opponent can SDI the first hit up so that the second hit misses. If this happens be ready to Nair them. This can also be a good move to use out of shield
U-air
Move description: The hit-box covers his entire body and extends upward to his aura sending them upward with fairly high knock-back.
Uses:Lucario's best aerial KO move and best vertical KO move. It has decent upward range beating out most d-airs and a good juggler at mid percents.
Specials
(Charging)
(Fired)
Aura Sphere
Move description:Press B once to start charging press B again to fire or cancel by shielding or press to the side to roll or press Z to grab or if in the air then air dodge. While charging the aura sphere is a hit-box doing about 1 damage per hit it charges faster the higher Lucario's % is and its max size is also increased by Lucario's %. A baby aura sphere(uncharged aura sphere)goes a little further than half distance of final destination and does 6 damage and has almost no knock-back. a fully charged aura sphere goes almost the full distance of final destination sending them back at an upward angle with fairly high knock-back.
Uses:Charge it to full or near full whenever you get the chance then wait for a chance to fire either by punishing a laggy move or bait them. It can also be used to force an approach against characters without a better projectile or reflector/absorber. Baby aura spheres are sometimes useful to get a little more control over the stage but because they are slow and have almost no priority and knock-back it's a lot better to have a charged one. This is probably Lucario's 2nd KO option to Fsmash. The aurasphere charge itself can be instantly canceled with shield. Giving Lucario decent options out of the aura sphere charge
(Grab)
(Flame
Force Palm
Move description:(grab)When in grab range(about double his normal grabs range)he grabs the opponent then quickly sends them forward at a slightly upward angle with little knock-back at low percents to pretty high at high percents. (flame)When used in the air or when they are not in grab range he stops and fires a burst of aura that counts as a projectile the hit-box is just the aura you see and sends some forward with little knock-back sometimes tripping them.
Uses:(Grab)Decent and can sorta cg some characters but can be mashed out of below about 25% and by then most characters ca DI out of it. It is decent for starting strings but if you miss you end up using the laggy flame. (Flame)Not very useful because of the startup lag and cool down lag and it doesn't do much damage it does have good range but nothing else really. However it can punish your opponent for spot dodging a force palm grab.
Double Team
Move description:He takes a stance and if attacked during the active frames he disappear and then re-appears kicking from the side he was facing sending them up with fairly high knock-back the active time is when his hands are glowing not his body. You can control which side he appears on by holding the control stick in that direction.
Uses:This move is very situational don't use this move except as a big surprise. because of its start up time you’re going to have to predict your opponent to hit with this or get punished because of the huge cool down time even if it is triggered it can be shielded unless it was triggered by a laggy move it can sometimes KO if it does hit but it's still very risky.
Extreme Speed
Move description:After stopping for about half a second he quickly moves in whatever direction is being hold on the control stick going almost half the distance of Final Destination it can also be curved at many different angles using the control stick.
Uses:Your going to use this for recovery the only problem is it doesn't do damage so it's to edge-hog however unless you’re really far away without a second jump then you should be able to curve over the ledge or on some stages cling to a wall below the stage. also if you hit the stage traveling at an East Southeast or West southwest angle when looking at the screen (assuming north is straight up), Lucario will go parallel with the stage when he reaches it, and when Extremespeed ends, he will have a MUCH quicker landing. this can be done out of an Extremespeed bend as well.
Grab/Throws
Grab
Lucario's horizontal grab range is terrible only reaching out to the tips of his hands. His vertical grab range is pretty good grabbing at about his heads height. His pivot grab has good range however, and is still very fast like his normal grab.
Pummel
Move description:Repeatedly press A well holding someone to keep pummeling them. One of the fastest pummels in the game and each hit counts for restoring move decay.
Uses:You'll mostly want to use this for move decay , or to deal just a little more damage before you throw them.
F-throw
Move description:Quickly throws them forward at a slightly upward angle but it can be DI'd to about a 70 degree angle.
Uses:A good throw for getting them off the stage and can KO at about 150% if they don't DI up but if they do then it will take over 200%. Also a good damage racker at high aura when accompanied with pummels.
B-throw
Move description:(Isn't effected be aura boost)Throws them straight behind Lucario a good distance doing 10 damage.
Uses:Can set them up for a aura sphere from about 10% to 30%, also a good throw for getting them off stage and can KO at about 150%.
D-throw
Move description:(Isn't effected be aura boost)Lucario slams them against the ground sending them up into the air doing 10 damage.
Uses:Good for getting them into the air and can lead to fair/u-air/b-air/aura sphere. it's better at the ledge due to the fact that the opponent can often times DI away and avoid any follow ups.
U-throw
Move description:Throws them straight up a small distance.
Uses:This is a pretty good set up throw at low percents. against fast fallers it can CG for a few throws. It's generally best to start up strings as there's anything the opponent does can be followed up on.
*credit to DJBrowny for images*[/collapse][/collapse]